make suicide actions require confirming (#24609)

* add ActionAttemptEvent

* add ConfirmableAction compsys

* make suicide actions confirmable

* use new trolling techniques

* better query and dirty them

* death

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-03-01 02:48:43 +00:00
committed by GitHub
parent c83ad11be1
commit ad3f3a5d36
6 changed files with 157 additions and 0 deletions

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@@ -0,0 +1,48 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Actions;
/// <summary>
/// An action that must be confirmed before using it.
/// Using it for the first time primes it, after a delay you can then confirm it.
/// Used for dangerous actions that cannot be undone (unlike screaming).
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(ConfirmableActionSystem))]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class ConfirmableActionComponent : Component
{
/// <summary>
/// Warning popup shown when priming the action.
/// </summary>
[DataField(required: true)]
public LocId Popup = string.Empty;
/// <summary>
/// If not null, this is when the action can be confirmed at.
/// This is the time of priming plus the delay.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan? NextConfirm;
/// <summary>
/// If not null, this is when the action will unprime at.
/// This is <c>NextConfirm> plus <c>PrimeTime</c>
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan? NextUnprime;
/// <summary>
/// Forced delay between priming and confirming to prevent accidents.
/// </summary>
[DataField]
public TimeSpan ConfirmDelay = TimeSpan.FromSeconds(1);
/// <summary>
/// Once you prime the action it will unprime after this length of time.
/// </summary>
[DataField]
public TimeSpan PrimeTime = TimeSpan.FromSeconds(5);
}

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@@ -0,0 +1,80 @@
using Content.Shared.Actions.Events;
using Content.Shared.Popups;
using Robust.Shared.Timing;
namespace Content.Shared.Actions;
/// <summary>
/// Handles action priming, confirmation and automatic unpriming.
/// </summary>
public sealed class ConfirmableActionSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ConfirmableActionComponent, ActionAttemptEvent>(OnAttempt);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// handle automatic unpriming
var now = _timing.CurTime;
var query = EntityQueryEnumerator<ConfirmableActionComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextUnprime is not {} time)
continue;
if (now >= time)
Unprime((uid, comp));
}
}
private void OnAttempt(Entity<ConfirmableActionComponent> ent, ref ActionAttemptEvent args)
{
if (args.Cancelled)
return;
// if not primed, prime it and cancel the action
if (ent.Comp.NextConfirm is not {} confirm)
{
Prime(ent, args.User);
args.Cancelled = true;
return;
}
// primed but the delay isnt over, cancel the action
if (_timing.CurTime < confirm)
{
args.Cancelled = true;
return;
}
// primed and delay has passed, let the action go through
Unprime(ent);
}
private void Prime(Entity<ConfirmableActionComponent> ent, EntityUid user)
{
var (uid, comp) = ent;
comp.NextConfirm = _timing.CurTime + comp.ConfirmDelay;
comp.NextUnprime = comp.NextConfirm + comp.PrimeTime;
Dirty(uid, comp);
_popup.PopupClient(Loc.GetString(comp.Popup), user, user, PopupType.LargeCaution);
}
private void Unprime(Entity<ConfirmableActionComponent> ent)
{
var (uid, comp) = ent;
comp.NextConfirm = null;
comp.NextUnprime = null;
Dirty(uid, comp);
}
}

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@@ -0,0 +1,8 @@
namespace Content.Shared.Actions.Events;
/// <summary>
/// Raised before an action is used and can be cancelled to prevent it.
/// Allowed to have side effects like modifying the action component.
/// </summary>
[ByRefEvent]
public record struct ActionAttemptEvent(EntityUid User, bool Cancelled = false);

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@@ -352,6 +352,13 @@ public abstract class SharedActionsSystem : EntitySystem
if (!action.Enabled)
return;
// check for action use prevention
// TODO: make code below use this event with a dedicated component
var attemptEv = new ActionAttemptEvent(user);
RaiseLocalEvent(actionEnt, ref attemptEv);
if (attemptEv.Cancelled)
return;
var curTime = GameTiming.CurTime;
// TODO: Check for charge recovery timer
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)

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@@ -0,0 +1 @@
suicide-action-popup = THIS ACTION WILL KILL YOU! Use it again to confirm.

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@@ -1,3 +1,14 @@
# base actions
- type: entity
id: BaseSuicideAction
abstract: true
components:
- type: ConfirmableAction
popup: suicide-action-popup
# actions
- type: entity
id: ActionScream
name: Scream
@@ -47,6 +58,7 @@
event: !type:OpenStorageImplantEvent
- type: entity
parent: BaseSuicideAction
id: ActionActivateMicroBomb
name: Activate Microbomb
description: Activates your internal microbomb, completely destroying you and your equipment
@@ -62,6 +74,7 @@
event: !type:ActivateImplantEvent
- type: entity
parent: BaseSuicideAction
id: ActionActivateDeathAcidifier
name: Activate Death-Acidifier
description: Activates your death-acidifier, completely melting you and your equipment